Game ModesBy default, the game includes 10 game modes and 1 hidden game mode. - Deathmatch - Standard free-for-all deathmatch. Earn points by killing enemies and lose points by suicide.
- Team Deathmatch - Standard team-based deathmatch. Earn points as a team by killing enemies and lose points as a team by both suicide and killing with friendly fire.
- Capture the Flag - Objective mode where teams earn points by taking their opposing team`s flag and bringing it to their own flag post with their own flag intact.
- Double Domination - Objective mode where teams fight for control over two neutral control points. When a team takes control of both zones, a ten-second countdown timer starts. If the team manages to maintain control of both zones when the timer elapses, then that team earns a point and both zones reset (after a brief respite).
- Bombing Run - Round-based objective mode where teams fight over possession of a "ball" and attempt to throw or carry the ball through the enemy goal. When the ball passes through a team`s goal, the other team earns points (7 if carried and 3 if thrown) and the next round begins (with all players reset back to their starting positions). Players in possession of the ball cannot use their weapons (and can discard the ball by either throwing it using Primary Fire or passing it to a teammate using Secondary Fire), and slowly regenerate health.
- Assault - An asymmetrical team-based objective mode, where both teams take turns being Attackers and Defenders. Attackers must complete a series of map-based objectives (from flipping switches to destroying machinery) within a time limit, while Defenders must prevent them from doing so. Each match has two rounds, and if the first-round Attackers complete all of their objectives, the second-round Attackers must complete all of their objectives in a faster time in order to win the match. The Adrenaline system is disabled for this mode.
- Onslaught - A large-scale vehicle-based team-based objective mode, where teams fight for control over a series of neutral "Power Nodes" connecting both bases (each with their own "Power Core"). Teams can only take control of a Power Node by attacking it with weaponry (then staying nearby as it builds) if that node is "connected" to that team`s Power Node or Power Core. Players can heal their Power Nodes and speed up the build time of their Power Nodes using the Link Gun`s Secondary Fire. Once a team controls all Power Nodes linking their Power Core to the enemy team`s, they can attack the enemy Power Core. Once a team`s Power Core is destroyed, the other team wins the game.
- Last Man Standing - All players start each match with a limited amount of lives, which deplete as players respawn. Once a player loses all their lives, they can no longer respawn. The last player to have lives remaining wins the game. Players spawn with all weapons (except the Redeemer, Ion Painter, and all Onslaught weapons). As a server-side option, players can restore their health by fragging opponents.
- Mutant - Free-for-all deathmatch with a twist: once a player makes a kill, they become a super-powered "Mutant". Mutants teleport to safety, restore their health, and gain all weapons (except the Redeemer, Ion Painter, and all Onslaught weapons), an abundance of ammo and shields, and the Speed, Booster, and Invisibility effects. Players can only score while they are Mutants (with 2 points for a normal kill, 3 points for a double kill, and 4 points for a multi-kill and above), and other players can only damage Mutants (who is also slowly draining health, which can only be replenished by killing). Once a player kills the Mutant, they become the next Mutant. As a server-side option, the player with the lowest score can be designated the "Bottom Feeder", who can kill other players to score points (1 point per kill). Once that player is no longer the lowest scoring player, then a new player becomes the Bottom Feeder. Mutants get 5 points for killing the Bottom Feeder.
- Invasion - Co-operative wave-based survival mode, where players must work together to eliminate all A.I.-controlled monsters (different from normal bots). Players can only respawn between waves, with the game ending once all players are eliminated. All monsters in this mode are from the original Unreal (each with their original graphics, sounds, A.I. routines), and consist of Razor Flies, Mantas, Skaarj Pupaes, Gasbags, Krall (both standard and elite), Brutes (normal and Behemoth), Skaarj (normal, Ice, and Fire), and the Skaarj Warlord. Server hosts can configure the difficulty and enemy usage of each of the 15 waves, including which wave to start in.
- Vehicle CTF - Unlocked once the player downloads a compatible map (with the VCTF prefix). Capture the Flag with vehicle support. While players with the flag can get into the passenger side of some vehicles, they drop the flag when they enter any other vehicle.
- Instagib CTF - Added in a later patch. Capture the Flag with InstaGib rifles and configurable options (including whether or not to use the Zoom InstaGib rifle, whether or not to let shots propel friendly players far, and whether or not to lower the game`s gravity).
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